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Birdsong Over BladesCost: 2m; Mins: Martial Arts 1, Essence 1; Type: SimpleKeywords: Decisive-only, Mastery, TerrestrialDuration: InstantPrerequisite Charms: None
With only the lightest touch, the martial artist pierces and subverts her foe’s chakras, allowing her to afflict him with a poison without visibly injuring him. She makes a gambit at a difficulty of her choice (minimum 1). If she succeeds, she poisons her target with any poison she could normally inflict with an attack. The duration of this poison is increased by half the diffculty of the gambit, rounded down.
Birdsong Over Blades can be used in conjunction with other Simple Martial Arts Charms that create poisons, such as The Dragon Dies in Bed or Essence Venom Strike. It can also be used in conjunction with The Dragon Dies Screaming to infect a target with a disease as a difficulty 1 gambit.Terrestrial: A Dragon-Blood cannot choose a difficulty greater than 4 for the gambit.Mastery: The poison’s duration is increased by the difficulty of the gambit, rather than half that number.

Alehouse Memory StanceCost: 3m; Mins: Martial Arts 2, Essence 1; Type: SupplementalKeywords: NoneDuration: InstantPrerequisite Charms: None
The martial artist’s abrupt change from a carefree and enjoyable conversationalist into a fearsome killer jars her to-be victims, slowing their reactions enough for her to deliver the killing blow. When the martial artist or her ally initiates hostilities after socially engaging with her target for at least a minute, she can Join Battle with (Manipulation + Socialise) in place of (Wits + Awareness). If she does so, any foe whose Join Battle score she beats immediately loses two points of Initiative, which is not gained by the martial artist.

Owl Clutches at the NightCost: 3m; Mins: Martial Arts 3, Essence 1; Type: SimpleKeywords: NoneDuration: InstantPrerequisite Charms: Birdsong Over Blades, Alehouse Memory Stance
By making a series of attacks carefully concealed as innocent gestures, retracting each blow before it actually lands, the martial artist probes her foe’s defences. When the time comes to strike, she is already prepared to exploit every flaw in his guard. She rolls (Manipulation + Martial Arts) against her foe’s (Perception + Socialise). If her foe wins, he realises her true intentions and she loses all Initiative stockpiled against him with this Charm. Otherwise, she stores an amount of Initiative equal to her threshold successes.
When the martial artist makes a decisive attack or gambit against her target, she may add the stored Initiative to her own to perform that attack. If the attack misses or she fails to use her stored Initiative during the scene that she gathered it, the Initiative is lost. The martial artist may use this Charm repeatedly in the same scene, but each activation after the first suffers a mounting -1 penalty. Owl Clutches at the Night cannot be used during combat, except against a target the martial artist is hidden from using White Veil Form.

White Veil FormCost: 5m; Mins: Martial Arts 4, Essence 2; Type: SimpleKeywords: Form, TerrestrialDuration: One scenePrerequisite Charms: Owl Clutches at the Night
Adopting a completely comfortable stance, the martial artist seems like the last person who would engage in a battle. Her disarming appearance makes her foes discount her as a threat even as she attacks them. As long as they have not been attacked during the scene and do not possess a Tie towards anybody involved in it, any bystanders who can see the martial artist will be unconcerned with any battle she participates in and will not join in, raise an alarm or panic unless they succeed on a read intentions action against the martial artist’s Guile. Even if some combatants are killed, bystanders will not notice until after the battle is concluded, and will not see the corpses and the fight they ignored as related unless confronted with overwhelming evidence.
Additionally, the martial artist makes a (Manipulation + Martial Arts) roll to enter stealth as she enters this Form, opposed by read intentions actions rather than (Perception + Awareness). She can also re-establish surprise using the same pools. While ‘hidden’ in this manner she is still visible to all, but her foes cannot consider her a threat or make attacks against her and her attacks against them are unexpected.Special activation rules: Upon successfully poisoning an enemy with a decisive attack or gambit, the martial artist may reflexively activate White Veil Form.Terrestrial: Bystanders can be convinced to join the fight with a successful inspire action at a difficulty equal to the Dragon-Blood’s Martial Arts.

Blinded by LaughterCost: 4m; Mins: Martial Arts 5, Essence 2; Type: ReflexiveKeywords: Decisive-onlyDuration: InstantPrerequisite Charms: White Veil Form
The perfect assassin, the martial artist hides in plain sight. Her deadliest blows are seen as delicate touches when they are noticed at all. After a successful unexpected decisive attack or gambit that dealt no levels of damage to its target, the martial artist may use this Charm to immediately roll to re-establish surprise. Anybody she successfully hides from with this roll will not notice she ever made an attack at all.

The Dragon Dies in BedCost: 6m; Mins: Martial Arts 5, Essence 3; Type: SimpleKeywords: Decisive-only, MasteryDuration: InstantPrerequisite Charms: White Veil Form
Focusing poisonous Essence onto the tip of her finger or weapon, the martial artist prepares a deadly and insidious toxin. She makes a decisive attack that inflicts a poison with a damage of 3i/round (L in Crash), a duration of (Martial Arts + Essence) and a -2 penalty. She may choose to delay the onset of this poison by up to a month, in which case it will afflict the target the first time he sleeps after the chosen amount of time has elapsed. When delayed, the poison’s damage because 3L/minute.Mastery: Any attempt to treat the poison is penalised by a number of successes equal to 3 or the martial artist’s Essence, whichever is higher. Furthermore, the slightest mistake can greatly exacerbate the poison’s effect. Any failed attempt to treat it increases the poison’s remaining duration by one interval for each point by which it failed.

The Dragon Dies ScreamingCost: 4m; Mins: Martial Arts 5, Essence 3; Type: SimpleKeywords: Decisive-only, Mastery, TerrestrialDuration: InstantPrerequisite Charms: White Veil Form
A precise jab of the martial artist’s finger creates an imbalance in her foe’s Essence, infecting him with an unnaturally potent disease. With a successful decisive attack, she exposes him to a disease with virulence and morbidity 5 and an interval of one week. It is capable of killing even the Exalted, and begins as a Major instead of a Minor symptom. The martial artist may choose to delay the onset of the disease by up to a month, but if she does not her foe is guaranteed to experience a botch during the scene he is infected.Mastery: The martial artist inflicts a supernatural disease with the following traits:
• Minor Symptom: The victim is wracked with constant pain and can never find true rest. He does not recover Willpower for a night’s sleep unless he succeeds on a (Stamina + Resistance) roll against difficulty 3, and if he has an Essence pool he never counts as resting for the purposes of regaining Essence.
• Major Symptom: The victim is crippled by agonising pain, and suffers a -2 penalty on all rolls (other than rolls to resist the disease).
• Defining Symptom: The pain is so overwhelming that the victim cannot take actions at all. Spending a point of Willpower allows him to act for one scene.
In addition, the disease is all but impossible to diagnose as such. That the victim suffers excrutiating pain is obvious, but the difficulty to identify the source of that pain is equal to the martial artist’s (Martial Arts + Essence), and the disease cannot be effectively treated without a proper diagnosis.

The Dragon SuccumbsCost: 6m, 1wp; Mins: Martial Arts 5, Essence 3; Type: SimpleKeywords: TerrestrialDuration: One scenePrerequisite Charms: Blinded by Laughter, The Dragon Dies in Bed, The Dragon Dies Screaming
The final technique of the White Veil style allows the martial artist to corrupt her foe’s chakras, rendering him completely vulnerable to her predations. She must touch him to use this Charm, which can be done through trickery or with a difficulty 5 gambit in combat. If she succeeds, her target becomes particularly vulnerable to poisons and diseases, suffering a penalty equal to the martial artist’s (Martial Arts + Essence) on all rolls to resist any poison or disease he is exposed to in the same scene, even if their effects are delayed with The Dragon Dies in Bed or The Dragon Dies Screaming. Any damage he suffers from poisons inflicted during this time becomes aggravated.Terrestrial: The penalty inflicted on rolls to resist poison or disease is equal to the Dragon-Blood’s Essence.

First Pulse Style

First Pulse Weapons: First Pulse style is primarily practiced unarmed, but can also be used with knives and all improvised weapons. Any unarmed attack enhanced by a First Pulse Charm may always be stunted to deal lethal damage.Armour: First Pulse style can be practiced in light or no armour.

Fleeting Wings of DustCost: 5m; Mins: Martial Arts 1, Essence 1; Type: SupplementalKeywords: Mastery, UniformDuration: InstantPrerequisite Charms: None
Fighting fair is fighting to lose. As the martial artist strikes she flings a handful of dust, dirt or some similar irritant into her foe’s eyes, impairing his ability to defend against her strike. Before making the attack enhanced by this Charm, she makes a Dexterity + Martial Arts attack that is neither withering nor decisive against the same target, which inflicts onslaught penalties as normal. If it hits, her target’s vision is impaired for the duration of the current tick, inflicting a -3 penalty to all attacks and a -1 penalty to Defence.Mastery: If the attack created by this Charm is successful, the martial artist’s target remains partially blinded until he takes a miscellaneous action to clear his eyes.

Lightning Mental ArmamentCost: 4m; Mins: Martial Arts 2, Essence 1; Type: SupplementalKeywords: TerrestrialDuration: InstantPrerequisite Charms: None
The martial artist is eternally ready for violence, shocking her foes with her sudden ferocity. She adds 2 dice to a Join Battle roll made with any ability. If her first action in the battle is an attack against an enemy who has not already acted, that attack is considered a surprise attack. Additionally, enemies who do not beat her Join Battle roll do not gain the benefits of unexpected attacks against her during the first round of combat.Terrestrial: A Dragon-Blood must spend a point of Willpower upon attacking to perform a surprise attack with this Charm.

Hunter Bags the DeerCost: 1m; Mins: Martial Arts 3, Essence 1; Type: ReflexiveKeywords: Decisive-only, MasteryDuration: InstantPrerequisite Charms: None
The philosophy of the First Pulse style is simple: strike first, and strike hard. At any point during a round in which the martial artist has not already acted, she may use this Charm to make a reflexive decisive attack. This counts as her combat action for the round, though she can still take reflexive actions on her turn. This Charm must be used at the beginning of a tick, before any other characters acting on that tick have taken their own actions. Using this Charm applies a -1 penalty to the martial artist’s Defence, which lasts until the beginning of her turn.Mastery: The martial artist may make a withering or decisive attack.

First Pulse FormCost: 6m; Mins: Martial Arts 4, Essence 1; Type: SimpleKeywords: FormDuration: One scenePrerequisite Charms: Fleeting Wings of Dust, Lightning Mental Armament, Hunter Bags the Deer
The martial artist takes on a fighting stance that emphasises speed and brutality over defence, taking advantage of even the slightest openings in her foe’s guard. She gains one automatic success on all attack rolls, and whenever an enemy suffers a penalty to Defence against her attacks she gains bonus withering damage equal to that penalty, or bonus decisive damage equal to half the penalty rounded up. This bonus damage applies even if her foe negates the penalty with a Charm or similar effect. However, she suffers a -1 penalty to Defence while in this Form, which she cannot negate by any means.Special activation rules: Upon landing a successful attack during the first round of combat, the martial artist may reflexively activate this Charm. If she does so, the triggering attack will benefit from this Charm’s effects.

Stubborn Monkey HesitationCost: 1wp; Mins: Martial Arts 4, Essence 2; Type: SupplementalKeywords: TerrestrialDuration: InstantPrerequisite Charms: First Pulse Form
The First Pulse stylist starts fights and ends them. When the martial artist personally initiates a battle, she may use this Charm to guarantee that she will not lose Join Battle. Her starting Initiative is set to the same value as her highest Initiative enemy, unless her own roll would be higher.Terrestrial: A Dragon-Blood cannot increase her rolled Initiative by more than (Martial Arts) points using this Charm.

Bird of Paradise Whistles in the NorthCost: 4m, 1wp; Mins: Martial Arts 4, Essence 2; Type: ReflexiveKeywords: Clash, Decisive-only, TerrestrialDuration: InstantPrerequisite Charms: First Pulse Form
The First Pulse stylist does not defend when her life is threatened, instead striking back with an even greater ferocity. While in Initiative Crash, she may use this Charm to reflexively clash any attack against her with a grapple gambit, despite being in Initiative Crash. She uses her negative Initiative as her dice pool to confirm the gambit – for example, a martial artist at -8 Initiative would roll 8 dice against the gambit’s difficulty. If she successfully initiates a grapple while in Initiative Crash, that grapple does not end when she is crashed.
Alternatively, the martial artist may make a decisive attack or grapple gambit to clash any unexpected attack, regardless of whether or not she is in Initiative Crash.Terrestrial: A Dragon-Blood treats the clash attack granted by this Charm as her action for the round, and cannot make another. If she’s already acted this round, then it counts as her action for her next turn.

Poisoned Rat Moves Without PrideCost: 3m; Mins: Martial Arts 4, Essence 2; Type: SupplementalKeywords: Mastery, Withering-onlyDuration: InstantPrerequisite Charms: First Pulse Form
The martial artist’s mighty blow knocks her foe off balance, making him slow to respond. If the attack deals at least 1 point of Initiative damage, her target’s next action is delayed by a number of ticks equal to the damage dealt. If this causes his turn to occur at a tick of 0 or less, he is thrown off balance and takes a -3 penalty on all actions during his turn.Mastery: An enemy crashed by the supplemented attack continues to suffer a -3 penalty on all actions until he leaves Crash.

Introduction to the Stone PrinceCost: 5m, 1wp; Mins: Martial Arts 5, Essence 2; Type: SupplementalKeywords: Decisive-only, TerrestrialDuration: InstantPrerequisite Charms: Stubborn Monkey Hesitation, Bird of Paradise Whistles in the North, Poisoned Rat Moves Without Pride
With a fierce blow the martial artist knocks her foe to the ground, then brings a foot or elbow down on him to shatter a bone. If the supplemented decisive attack deals at least one level of damage, its target is knocked prone and suffers an automatic crippling injury of the martial artist’s choice that does not reduce the attack’s damage or count against the usual limit of one per story. The intensity of the injury is determined by the final damage of the supplemented attack – for example, an attack that dealt 3 levels of damage could inflict any crippling injury that would normally negate 3 or fewer health levels of damage.Terrestrial: A Dragon-Blood may only use this Charm on an enemy who is already prone.

Titan of the StreetsCost: - (5m, 1lhl); Mins: Martial Arts 5, Essence 3; Type: PermanentKeywords: MasteryDuration: PermanentPrerequisite Charms: Introduction to the Stone Prince
When a true master of the First Pulse style enters its Form, she may spend an additional 5m, 1lhl to become brutal violence incarnate. She appears to grow at least a foot taller, and takes on a primal, predatory aspect. Her hands drip with blood, and she fights with a terrible strength and unnatural speed. Her unarmed and improvised weapon attacks use the traits of artifact weapons and gain the smashing tag, and when she succeeds on a rush she moves towards her target instantly instead of waiting for the target to move. If she flurries a rush with an attack against the same target, her attack does not suffer the usual -3 penalty. These benefits last until she leaves First Pulse Form.Mastery: The martial artist’s assault is relentless. She gains two Initiative at the beginning of each round, as well as upon incapacitating a non-trivial enemy or reducing the Size of a battle group.

Eye of Heaven Style

Eye of Heaven Weapons: Eye of Heaven practitioners use unarmed attacks, clubs, maces, straight swords and chopping swords. Any unarmed attack that is enhanced by an Eye of Heaven Charm can always be stunted to deal lethal damage.Armour: Eye of Heaven style may be practiced in any armour.

Savage World Endurance MethodCost: 4m or 4i; Mins: Martial Arts 3, Essence 1; Type: SimpleKeywords: TerrestrialDuration: Until next turnPrerequisite Charms: None
In the time before time, the Dragon Kings withstood the rages of Creation’s birth throes without flinching. Bracing herself in anticipation of an attack, the martial artist takes a full defence action, the Initiative cost of which is replaced by the cost of this Charm. She also temporarily gains (3 or her Essence, whichever is higher) -0 health levels, which take damage first. On her next turn these health levels fade away, taking any damage with them.Terrestrial: A Dragon-Blood creates -1 health levels, which take damage before her permanent -1 levels but after her -0 levels. Any undamaged health levels fade when this Charm ends, while damaged health levels fade after they are healed.

Devotion Through Conflict DisplayCost: 3m; Mins: Martial Arts 3, Essence 1; Type: ReflexiveKeywords: Mastery, UniformDuration: InstantPrerequisite Charms: None
Standing steadfast against the mightiest of blows, the martial artist will triumph against any odds. She cancels up to (her Stamina) in penalties to her Parry against a single attack.Mastery: If the martial artist successfully parries the attack, she takes one point of Initiative from the attacker.

Bloody Sun MemorialCost: 6m; Mins: Martial Arts 4, Essence 1; Type: SupplementalKeywords: Mastery, Withering-onlyDuration: InstantPrerequisite Charms: Savage World Endurance Method, Devotion Through Conflict Display
As the Dragon Kings of old, the martial artist rules over the weak with her overwhelming strength. Her withering attack deals bonus post-soak damage equal to (half her Strength, rounded up), and if she hits her successes on the damage roll are treated as an instill action against her target, instilling a Tie of fear or awe of herself.Mastery: Successfully instilling an Intimacy with this Charm strips the target of Initiative equal to the Intimacy’s intensity and awards it to the martial artist.

Eye of Heaven FormCost: 9m; Mins: Martial Arts 4, Essence 2; Type: SimpleKeywords: FormDuration: One scenePrerequisite Charms: Bloody Sun Memorial
The martial artist channels the infinite glory of the Unconquered Sun. The unworthy dare not look upon her magnificent visage, and tremble in fear as she demonstrates her awesome might. She rolls a Charisma + Presence threaten action against all enemies when she activates this Charm, forcing them to cower and avert their gaze if she beats their Resolve. Affected characters suffer a -1 penalty to Defence and a -3 penalty on attack rolls against the martial artist. Additionally, every time the martial artist makes a successful attack or parry she gains a point of Initiative, to a maximum of (Essence or 3, whichever is higher) Initiative per round.Special activation rules: When the martial artist takes no damage from a successful withering or decisive attack, she may reflexively activate Eye of Heaven Form.

Blade-Breaking PracticeCost: 3m, 1wp; Mins: Martial Arts 5, Essence 2; Type: SimpleKeywords: Decisive-onlyDuration: InstantPrerequisite Charms: Eye of Heaven Form
Even the mightiest weapons of the Chosen cannot withstand the wrath of Creation’s old masters. Striking at her enemy’s weapon with all her strength, the martial artist smashes it to pieces. She makes a difficulty 2 gambit, rolling to hit with her Strength + Martial Arts. If the gambit succeeds, she destroys one weapon wielded by her target. The difficulty of this gambit increases to 5 if it is used to destroy an artifact.

Armour-Rending PracticeCost: 3m, 1wp; Mins: Martial Arts 5, Essence 2; Type: SimpleKeywords: Decisive-onlyDuration: InstantPrerequisite Charms: Eye of Heaven Form
With a firm strike, the martial artist shatters her foe’s armour. She makes a difficulty 2 gambit, rolling to hit with her Strength + Martial Arts. If the gambit succeeds, any armour her target wears is destroyed. The difficulty of this gambit increases to 5 if it is used to destroy an artifact.

Essence-Shredding PracticeCost: 3m, 2i; Mins: Martial Arts 5, Essence 2; Type: SimpleKeywords: Decisive-only, MasteryDuration: InstantPrerequisite Charms: Eye of Heaven Form
The martial artist launches a vicious attack that tears into the very fabric of her foe’s being. She makes a decisive attack, which strips motes from her target equal to its final damage. He loses Personal motes before Peripheral.Mastery: The martial artist strips twice as many motes from her target, to a maximum of (Strength) additional motes.

Five Forces DefenceCost: 1m, 1wp; Mins: Martial Arts 5, Essence 3; Type: ReflexiveKeywords: Decisive-only, Perilous, TerrestrialDuration: InstantPrerequisite Charms: Blade-Breaking Practice, Armour-Rending Practice, Essence-Shredding Practice
Rather than hide from the attacks of her foe the martial artist stands proud and tall, letting his assault break upon her. She may activate this Charm in response to a decisive attack. She does not apply her Defence against the attack, instead allowing it to hit automatically. The attacker does not reset to base Initiative after rolling damage. Instead, the martial artist takes all of his Initiative, sending him into Initiative Crash. This Charm cannot be used in combination with any effect that reduces her attacker’s decisive damage, and activating it negates the martial artist’s Hardness against the provoking attack.Terrestrial: A Dragon-Blood takes all but one point of her attacker’s Initiative.

Offering to HeavenCost: 10m, 1wp; Mins: Martial Arts 5, Essence 3; Type: SimpleKeywords: Decisive-only, Mastery, TerrestrialDuration: InstantPrerequisite Charms: Five Forces Defence
In an awe-inspiring display of strength, the martial artist plunges her hand into the chest of her foe, rending flesh and shattering bones. While at 10+ Initiative she may make an unarmed decisive attack, which always deals lethal damage and gains double 7s on damage. If this attack incapacitates its target, the martial artist rips his heart from his chest and offers it up to the Unconquered Sun, mimicking the ancient rites of the Dragon Kings. The sun shines down upon her in recognition of this offering, regardless of where she stands, bathing the area around her in light out to long range for the remainder of the scene. This is true sunlight, and will affect certain creatures of darkness such as hungry ghosts accordingly. Additionally, the blessing of the Most High empowers her, preventing her Initiative from resetting as a result of making the attack. Offering to Heaven may only be used once per scene.Terrestrial: A Dragon-Blood resets to (her base Initiative plus her Strength) after killing an enemy with this Charm.Mastery: Spirits and other beings capable of reforming after death are permanently destroyed if slain by this Charm. Killing an enemy with this Charm awards the martial artist a point of Willpower.

Sensuous TormentCost: -; Mins: Martial Arts 3, Essence 1; Type: ReflexiveKeywords: Decisive-only, TerrestrialDuration: InstantPrerequisite Charms: None
The martial artist revels in pain, and is empowered by it. When struck with a decisive attack, she gains one mote and one point of Initiative for each level of damage she suffers.Terrestrial: A Dragon-Blooded can only gain up to (Stamina) motes and Initiative each round with this Charm.

Kiss of the WhipCost: 3m; Mins: Martial Arts 3, Essence 1; Type: SupplementalKeywords: Decisive-only, Mastery, StackableDuration: One scenePrerequisite Charms: Sensuous Torment
More than simple injury, the martial artist’s strikes inflict a crippling pain upon her victims. This Charm supplements a decisive attack. If the enhanced attack deals at least one level of damage, the target suffers a -1 penalty to all dice pools and to Resolve for the remainder of the scene.Mastery: The victim also loses a point of temporary Willpower if he takes damage.

Laughing Wounds FormCost: 10m; Mins: Martial Arts 4, Essence 1; Type: SimpleKeywords: FormDuration: One scenePrerequisite Charms: Kiss of the Whip
A practitioner of the Laughing Wounds style revels in her own suffering. While in this Form, any wound penalties the martial artist suffers to her dice pools become bonuses instead. Her static values are still penalised as normal. Additionally, the martial artist is an expert in prolonging her victim’s suffering, killing slowly and painfully rather than relying on one powerful blow. Any decisive attack or gambit she makes while at base Initiative or below ignores Hardness and gains one automatic success on its damage or Initiative roll.Special activation rules: When the martial artist suffers one or more levels of damage from a decisive attack, she may reflexively activate this Charm.

Instructive Punishment MethodCost: 5m; Mins: Martial Arts 5, Essence 2; Type: SupplementalKeywords: Decisive-only, TerrestrialDuration: InstantPrerequisite Charms: Laughing Wounds Form
With an agonising crack of a whip, the martial artist teaches her victims to obey her or suffer the consequences. This Charm enhances a decisive attack. If the attack deals at least one level of damage, the martial artist may reflexively make a persuade or threaten action against its target. This order is always considered to be exploiting at least a Minor Intimacy. If the target spends Willpower to resist, he takes an automatic level of bashing damage.Terrestrial: In order to benefit from this Charm, a Dragon-Blooded must spend her action making a persuade or threaten action before the end of her next turn rather than making the attempt reflexively.

Insatiable Slave StaminaCost: 6m; Mins: Martial Arts 5, Essence 2; Type: ReflexiveKeywords: MasteryDuration: One scenePrerequisite Charms: Laughing Wounds Form
Luxuriating in the torment of battle, the martial artist grows inured to pain and injury. Upon activating this Charm, and the beginning of each subsequent round, she gains one temporary -4 health level. She can create up to (Stamina + Martial Arts + Essence) health levels in this way. Any damage dealt to these health levels vanishes with them when Insatiable Slave Stamina ends.Mastery: The martial artist gains two -4 health levels upon activating Instatiable Slave Stamina and every round afterwards.

Rapture in ChainsCost: 4m; Mins: Martial Arts 5, Essence 2; Type: SupplementalKeywords: Decisive-onlyDuration: InstantPrerequisite Charms: Laughing Wounds Form
The martial artist carefully and lovingly reaches out to grasp her victim. He could resist her embrace, but does he want to? This Charm enhances a grapple attempt, allowing the martial artist to roll to hit against the target’s Resolve in place of his Defence. If the attack succeeds, he also uses his (Wits + Integrity) in place of (Strength + [Brawl or Martial Arts]) on the control roll.

Brand of ObedienceCost: 4m, 1wp; Mins: Martial Arts 5, Essence 3; Type: SimpleKeywords: Decisive-only, MasteryDuration: InstantPrerequisite Charms: Instructive Punishment Method
With a light but searing touch, the martial artist claims her victim as her own. She makes a gambit with a difficulty equal to the target’s Resolve. If this gambit succeeds, the target is marked with a glowing black brand and gains a Defining Tie of obedience towards the martial artist. This Tie remains and cannot be weakened by any means until it has been exploited once plus one additional time for each point by which the target’s Resolve was beaten.Mastery: The target must spend (martial artist’s Essence) Willpower after the Intimacy has been exploited the required number of times in order to remove it.

Ecstatic TenacityCost: 3m per health level; Mins: Martial Arts 5, Essence 3; Type: ReflexiveKeywords: Decisive-only, TerrestrialDuration: InstantPrerequisite Charms: Insatiable Slave Stamina
The martial artist continues to gleefully fight despite the most grievous of injuries. After suffering a decisive attack which damages any of her -4 health levels, the martial artist may spend 3 motes per -4 health level damaged to immediately heal that damage. These negated wounds are still visible upon her body, but cause her no actual harm.Terrestrial: A Dragon-Blooded may only negate up to (Essence) levels of damage with each activation of this Charm.

Groveling Penitence PranaCost: 6m; Mins: Martial Arts 5, Essence 3; Type: ReflexiveKeywords: TerrestrialDuration: InstantPrerequisite Charms: Rapture in Chains
As the martial artist releases her ensnared victim, she commands him to kneel before her. After successfully grappling an opponent with this Charm’s prerequisite, the martial artist may release him physically while still holding his mind. Her victim is still considered to be in the grapple, incurring all of the usual penalties, until the remaining rounds of control expire, but the martial artist may act freely. Additionally, his Defence is still considered 0 against her attacks while the grapple lasts, and she can make throw/slam or restrain/drag actions against him as a combat action.Terrestrial: A Dragon-Blooded’s victim can still apply his Defence against her attacks, and she cannot throw/slam or restrain/drag him.

Ravishing the Unworthy HeartCost: 10m, 1wp; Mins: Martial Arts 5, Essence 3; Type: ReflexiveKeywords: Decisive-onlyDuration: InstantPrerequisite Charms: Brand of Obedience, Ecstatic Tenacity, Groveling Penitence Prana
Upon dealing enough damage to incapacitate an enemy with a decisive attack, the martial artist may activate this Charm to instead rip his heart from his chest without killing him. All damage dealt by the attack is negated, but as long as she possesses her victim’s heart, he is helpless to resist her commands – he gains a Defining Tie of obedience towards her, and cannot spend Willpower to resist her persuade, bargain or threaten actions. She may also choose to crush his heart at any time as a miscellaneous action, killing him instantly, or squeeze it tightly to inflict as much pain upon him as she wishes.
If a character other than the martial artist acquires the victim’s heart, his obedience is immediately transferred to that character. He can only be saved if his heart is placed back inside the hole in his chest, which never heals while this Charm is active but also does not impair him in any way. Once his heart is replaced, the wound immediately heals over.

Flame and Stone Style

Flame and Stone Weapons: Flame and Stone stylists use unarmed attacks, especially tail strikes, as well as clubs, maces and shields. Any unarmed attack that is enhanced by a Flame and Stone Charm can always be stunted to deal lethal damage.Armour: Flame and Stone style may be practiced in any armour.

Greeting the SunCost: 3m; Mins: Martial Arts 2, Essence 1; Type: SupplementalKeywords: Terrestrial, UniformDuration: InstantPrerequisite Charms: None
The first lesson the Flame and Stone Stylist learns is how to master his immense strength, tempering it with skill and grace. This Charm supplements a smash attack, negating the associated Defence penalty. If the attack succeeds and he chooses to knock his target prone, he does so with such force that she suffers a penalty equal to his Strength on her first attempt to rise from prone.Terrestrial: A Dragon-Blood inflicts a penalty to rise from prone of (lower of Essence or Strength), unless the supplemented attack was decisive.

Ending the ChaseCost: 3m; Mins: Martial Arts 3, Essence 1; Type: SupplementalKeywords: MasteryDuration: InstantPrerequisite Charms: Greeting the Sun
The martial artist charges at his foe, knocking her to the ground with his sheer bulk so she can evade him no longer. He makes a rush against his target, and if it succeeds and he moves into close range with her before the end of his next turn, she is knocked prone automatically.Mastery: If the rush succeeds, the martial artist completes his movement instantly instead of waiting for his target to move.

Fire Follows SmokeCost: 5m; Mins: Martial Arts 3, Essence 1; Type: SupplementalKeywords: Decisive-only, TerrestrialDuration: InstantPrerequisite Charms: Greeting the Sun
The immense strength of the anklok can be difficult to wield against an agile opponent, but once he has her helpless he can unleash a truly mighty blow. This Charm enhances a decisive attack, converting up to (martial artist’s Strength) extra successes on the attack roll into raw damage.Terrestrial: A Dragon-Blood can only use Fire Follows Smoke once per scene, unless reset by making a successful decisive attack (which can be the supplemented attack) and then building back to to 12+ Initiative.

Flame and Stone FormCost: 8m; Mins: Martial Arts 4, Essence 2; Type: SimpleKeywords: FormDuration: One scenePrerequisite Charms: Ending the Chase, Fire Follows Smoke
The martial artist takes a firm and unmoving stance, promising a swift death to any foolish enough to stand and fight him. He can make smashing attacks at no Initiative cost, if he wields a weapon with the Shield tag he can flurry full defence and attack actions, and his withering attacks against prone enemies deal (Strength) bonus damage. Whenever he moves one or more range bands, these benefits are lost until his next turn.Special activation rules: When the martial artist makes a successful smash attack, he may reflexively activate Flame and Stone Form.

Sun and Stone EnduresCost: 5m; Mins: Martial Arts 4, Essence 2; Type: ReflexiveKeywords: Terrestrial, Mastery, Withering-onlyDuration: Until next turnPrerequisite Charms: Flame and Stone Form
Though it must withstand the fierce heat of the sun for hours on end, the stone never cracks, and when its ordeal is over it remains whole. Emulating its endless resilience, the martial artist reduces the post-soak damage of each withering attack he suffers by his current onslaught penalty. If his onslaught penalty is lessened or negated by another Charm or similar effect, this damage reduction is likewise reduced or negated.Terrestrial: A Dragon-Blood cannot reduce an attack’s damage below 1 die with this Charm.Mastery: The martial artist reduces the pre- and post-soak damage of each incoming attack by his onslaught penalty.

Unbroken Stone StanceCost: 5m, 1wp; Mins: Martial Arts 5, Essence 2; Type: ReflexiveKeywords: Decisive-only, PerilousDuration: InstantPrerequisite Charms: Flame and Stone Form
The martial artist endures any suffering without flinching. He reduces the raw damage of an incoming decisive attack by his Stamina, and temporarily converts any -2 or -4 health levels damaged by the attack into -1 health levels. They return to their normal state at the end of the scene.

Stone Ignites FlamesCost: 5m, 1wp; Mins: Martial Arts 5, Essence 3; Type: SupplementalKeywords: Decisive-only, MasteryDuration: InstantPrerequisite Charms: Sun and Stone Endures, Unbroken Stone Stance
With his enemy helpless, the martial artist crushes her. Maimed and pathetic, she neither escape nor hope to fight back. This Charm supplements a decisive attack against a prone enemy. If it hits and deals 3+ levels of damage, the final damage dealt is reduced by 3, but the target’s legs are shattered. She cannot take movement actions until this crippling injury is healed, and doubles any wound penalties she suffers for the remainder of the scene.Mastery: Causing the crippling injury does not reduce the damage of the supplemented attack.

Black Tide Style

Black Tide Weapons: Black Tide style may be practiced with unarmed attacks and tridents. Any unarmed attack that is enhanced by a Black Tide Charm can always be stunted to deal lethal damage.Armour: Black Tide style may be practiced in up to medium armour.

Sheltering Seas DefenceCost: 3m; Mins: Martial Arts 3, Essence 1; Type: ReflexiveKeywords: Dual, MasteryDuration: InstantPrerequisite Charms: None
The martial artist flows with the tides of battle rather than trying to hold them back. She negates any onslaught penalties to her Evasion against one attack. If that attack is withering, she also increases her soak by the penalty she would have suffered.Mastery: The martial artist negates all penalties she suffers to Evasion and converts them into soak.

Darting Barracuda StrikeCost: 4m; Mins: Martial Arts 3, Essence 1; Type: SupplementalKeywords: Decisive-onlyDuration: InstantPrerequisite Charms: None
When the martial artist strikes, she does so suddenly and without warning. This Charm enhances a Stealth roll, granting double 9s if the martial artist is underwater. Additionally, if she breaks stealth by making a decisive unexpected attack she may attack any target within medium range, charging into close range and striking in the blink of an eye. This counts as her movement action.

Surging Siaka TechniqueCost: 4m, 1wp; Mins: Martial Arts 4, Essence 1; Type: ReflexiveKeywords: TerrestrialDuration: InstantPrerequisite Charms: None
The first lesson any predator learns is to isolate her prey from his allies. When she successfully grapples an enemy and wins the control roll, she may immediately move one range band, dragging him with her. If she ends this movement within a body of water, she may move another range band directly down.Terrestrial: A Dragon-Blood must expend two rounds of control to use this Charm.

Black Tide FormCost: 9m; Mins: Martial Arts 4, Essence 2; Type: SimpleKeywords: FormDuration: One scenePrerequisite Charms: Sheltering Seas Defence, Darting Barracuda Strike, Tide Runs Out
The martial artist performs a complex, flowing kata to tap into the Essence of water. This Charm’s effects depend on whether she is currently underwater or on land, and will shift from one mode to the other if she moves from one to the other.
While on land, the air around the martial artist shimmers and becomes water. This effect reaches out to approximately two feet around her body, and follows her as she moves. Any enemy grappled by the martial artist will begin to drown unless he can breathe underwater. This Charm gives the martial artist herself no ability to breathe underwater, so she will also drown unless she has other means of doing so. The veil of water also robs projectiles of their momentum, subtracting one success from all ranged attack rolls against the martial artist.
While underwater, the martial artist gains control over the tides, using them to control and isolate her foes while speeding her own movements. She gains (Essence) bonus dice on all rolls to rush, disengage and oppose disengages, and whenever another character attempts to move into close range of her, she may attempt to repel him. He and the martial artist make opposed Dexterity + Athletics rolls, and if the martial artist wins he remains at short range. The character she attempts to repel may enhance his roll with any Charms or other effects that enhance rushes.Special activation rules: When the martial artist makes a successful unexpected attack, she may reflexively activate Black Tide Form.

Sun-Kissed Mirror DodgeCost: 4m, 1wp; Mins: Martial Arts 4, Essence 2; Type: ReflexiveKeywords: Mastery, Perilous, UniformDuration: InstantPrerequisite Charms: Black Tide Form
As her foe strikes at the martial artist, her image shatters and displaces, reflected countless times around her true location. She makes a reflexive Dexterity + Stealth roll, opposed by the attacker’s Perception + Awareness. If the martial artist wins, she conceals her true location and tricks her foe into striking only air or water, causing the attack to miss automatically. Sun-Kissed Mirror Dodge can only be used once per scene.Mastery: Sun-Kissed Mirror Dodge is reset if the martial artist incapacitates an opponent and then successfully re-establishes surprise.

Rising Siaka TechniqueCost: 6m, 1wp; Mins: Martial Arts 5, Essence 3; Type: ReflexiveKeywords: Counterattack, Decisive-only, TerrestrialDuration: InstantPrerequisite Charms: Sun-Kissed Mirror Dodge
After successfully defending against an attack with this Charm’s prerequisite, the martial artist surges forth from what he thought was a fake image of her. She makes an immediate grapple attack, which is considered an ambush.Terrestrial: A Dragon-Blood must activate this Charm on her next turn after activating Sun-Kissed Mirror Dodge, allowing her to spend her action making the grapple attack rather than making it reflexively.

Primal Hunter AttitudeCost: - (+4m, 1wp); Mins: Martial Arts 5, Essence 3; Type: PermanentKeywords: NoneDuration: PermanentPrerequisite Charms: Rising Siaka Technique
When she activates Black Tide Form, the martial artist may pay an additional four motes, one Willpower to become the ultimate aquatic predator. The water surrounding her rushes with vicious force, pummelling anyone she grapples. This is considered an environmental hazard (damage 2B/round, difficulty 4). Whenever a drowning character takes damage from it, the air is knocked from his lungs, progressing the process of drowning by one round. This water is also stripped of any life-giving qualities, making it impossible for anyone except the martial artist to breathe it. Consequently, even water-breathing characters will drown while in the martial artist’s grasp, though characters with no need for air at all will still be unaffected.
Finally, the martial artist revels in her enemies’ pitiful attempts to harm her. If she is struck by an attack that deals no final damage while in control of a grapple, she gains one round of control instead of losing one.

Dagger Wind Style

Dagger Wind Weapons: Dagger Wind style is compatible with unarmed attacks only. Any unarmed attack that is enhanced by a Dagger Wind Charm can always be stunted to deal lethal damage.Armour: Dagger Wind style can be practiced in light or no armour.Restrictions: Dagger Wind style can only be learned or used by characters with wings or some other form of personal flight.

Gust Guards the MountainCost: 4m; Mins: Martial Arts 3, Essence 1; Type: ReflexiveKeywords: Mastery, Terrestrial, UniformDuration: InstantPrerequisite Charms: None
The martial artist summons the wind to aid her defence. She gains +1 Evasion against an attack. If she successfully dodges she may reflexively attempt to disengage, as the wind lifts her wings and carries her into the air. If she succeeds, she moves one range band directly upwards.Terrestrial: A Dragon-Blood may only make one attempt to disengage per round with this Charm.Mastery: This Charm’s duration is extended until the martial artist’s next turn.

Mountain Stands AloneCost: 3m; Mins: Martial Arts 3, Essence 1; Type: SupplementalKeywords: Decisive-onlyDuration: InstantPrerequisite Charms: None
With an expertly placed strike the martial artist launches her foe, then summons the winds to send him flying through the air. She makes a decisive attack, which knocks her foe backwards one range band to land prone if it succeeds.

Dagger Wind FormCost: 10m; Mins: Martial Arts 4, Essence 1; Type: SimpleKeywords: FormDuration: One scenePrerequisite Charms: Gust Guards the Mountain, Mountain Stands Alone
The martial artist summons swirling winds to protect her from attack and aid her own movements. She gains +1 Evasion. Additionally, she learns the ways of the true predator: strike hard and fast, then escape before the foe can retaliate. She gains (lower of Martial Arts and Dexterity) points of Initiative each turn as long as no enemies are within close range. She can only gain this bonus on two consecutive turns, after which she must move in to close range of at least one enemy and retreat again to gain more Initiative in this way.Special activation rules: When the martial artist makes a successful decisive attack and then successfully disengages on that turn or her next turn, she may reflexively activate Dagger Wind Form.

Tumbling Avalanche TechniqueCost: 5m; Mins: Martial Arts 4, Essence 2; Type: ReflexiveKeywords: Decisive-only, TerrestrialDuration: Until the martial artist stops moving towards her targetPrerequisite Charms: Dagger Wind Form
As she flies towards her target, the martial artist builds up deadly momentum. She may activate this Charm as she begins moving towards a target to gain 3 Initiative. Each consecutive round she continues moving towards him, she gains another 3 Initiative. In order to benefit from this Initiative, she must makes a grapple attack on the turn she reaches her target and immediately throw him. If she takes a movement action that does not bring her directly closer towards the charged enemy, makes any attack other than a grapple immediately followed by a throw, or attacks a different enemy, she loses all Initiative built up with this attack.Terrestrial: A Dragon-Blood gains only 2 Initiative each turn.

Wing Blade AttackCost: 6m; Mins: Martial Arts 5, Essence 2; Type: ReflexiveKeywords: Decisive-only, TerrestrialDuration: InstantPrerequisite Charms: Tumbling Avalanche Technique
After sending an opponent flying with Mountain Stands Alone, the martial artist pounces upon him with terrible speed and ferocity. She reflexively moves into close range with him and makes a second decisive attack that does not use her Initiative. Instead, it deals damage equal to the number of damage dice that turned up non-successes on the first attack. This attack always deals lethal damage.Terrestrial: The raw damage of a Dragon-Blood’s Wing Blade Attack cannot exceed her (Essence + Martial Arts).

Wind Full of TeethCost: 3m; Mins: Martial Arts 5, Essence 2; Type: SupplementalKeywords: UniformDuration: InstantPrerequisite Charms: Tumbling Avalanche Technique
The martial artist strikes in the direction of a distant foe, sending a deadly blast of wind to strike him. This Charm allows her to make attacks against targets at short range.

Fang of Heaven TechniqueCost: 7m, 3i, 1wp; Mins: Martial Arts 5, Essence 3; Type: SimpleKeywords: MasteryDuration: InstantPrerequisite Charms: Wing Blade Attack, Wind Full of Teeth
Once per scene while she has at least two turns' worth of Initiative accumulated with Tumbling Avalanche Technique, the martial artist can abort it to create a tremendous hurricane that deals 3 lethal damage plus 3 per turn spent using Tumbling Avalanche Technique. The hurricane is an environmental hazard which strikes all enemies within medium range while leaving her allies untouched. The difficulty to resist it is (martial artist’s Essence + one third of its damage). Any who fail to resist are knocked prone, and the martial artist may choose to move them one range band in any direction.Mastery: The hurricane recurs on the martial artist’s next turn instead of dispersing immediately. It deals three less damage, and its difficulty is reduced by one. It continues to recur, reducing in damage and difficulty each turn, until its damage reaches 0. Once its damage is reduced to 6 or less it no longer moves enemies who take damage, and at 3 damage it does not knock damaged characters prone.

Shadow Hunter Weapons: Shadow Hunter practitioners use unarmed attacks and tiger claws. Any unarmed attack that is enhanced by a Shadow Hunter Charm can always be stunted to deal lethal damage.Armour: Shadow Hunter style may be practiced in light or no armour.

Lion Among Grass TechniqueCost: 3m; Mins: Martial Arts 2, Essence 1; Type: SupplementalKeywords: MasteryDuration: InstantPrerequisite Charms: None
When the martial artist attempts to re-establish surprise while in cover, each enemy subtracts a number of successes from his Perception + Awareness roll based on how much cover she has relative to him. Light cover subtracts one success, heavy cover subtracts two and full cover subtracts three.Mastery: While in heavy or full cover relative to all enemies, the martial artist may spend two Initiative to re-establish surprise reflexively. She still may only attempt to re-establish surprise once per round.

Wolves Slay Yeddim MethodCost: 3m; Mins: Martial Arts 3, Essence 1; Type: SupplementalKeywords: Terrestrial, UniformDuration: InstantPrerequisite Charms: None
The martial artist knows well the strength of numbers, for the pack hunter has always triumphed over the lone beast. This Charm enhances a withering or decisive attack. For each ally who has already attacked her target this round, the martial artist adds one automatic success to the attack roll and increasing the attack’s raw damage by one.Terrestrial: A Dragon-Blood does not gain bonus damage on a decisive attack with this Charm.

Harrier Draws BloodCost: 2m; Mins: Martial Arts 4, Essence 1; Type: SupplementalKeywords: Decisive-only, MasteryDuration: InstantPrerequisite Charms: Lion Among Grass Technique, Wolves Slay Yeddim Method
While the Shadow Hunter’s foes distract her prey, she moves in for the killing blow. This Charm supplements a decisive attack made against an enemy who is within close range of the martial artist and at least two of her allies, making it a surprise attack. If the martial artist was already concealed from her target, she instead adds two dice to the attack’s raw damage.Mastery: If the martial artist’s attack benefits from a distract gambit, her attack becomes an ambush instead of a surprise attack.

Shadow Hunter FormCost: 5m; Mins: Martial Arts 4, Essence 1; Type: SimpleKeywords: FormDuration: One scenePrerequisite Charms: Harrier Draws Blood
The Shadow Hunter is a master of using terrain to her advantage. She improves the Defence bonus of any cover protecting her by 1, and making a take cover action does not use her movement action. Close range enemies she attacks while in cover do not gain the benefits of her own cover against her attack.Special activation rules: When she rolls Join Battle while in cover, the martial artist may reflexively activate Shadow Hunter Form.

Coiled Mongoose TacticCost: 5m, 3i; Mins: Martial Arts 5, Essence 2; Type: ReflexiveKeywords: Clash, Decisive-only, Mastery, TerrestrialDuration: InstantPrerequisite Charms: Shadow Hunter Form
Only the brave or foolish would attempt to extricate the martial artist from her lair, for when cornered she retaliates with vicious speed and fury. While in cover, she may reflexively make a decisive clash attack in response to any attack directed against her. She gains one automatic success on her attack roll if she benefits from light cover, or two while in heavy cover.Terrestrial: Making a clash attack with this Charm counts as a Dragon-Blood’s combat action for this round, or the next round if she has already acted.Mastery: Any successes the martial artist gains on her attack roll as a result of this Charm are also subtracted from her opponent’s attack roll.

Serpent Among Reeds GambitCost: 3m, 1wp; Mins: Martial Arts 5, Essence 2; Type: SupplementalKeywords: Withering-onlyDuration: InstantPrerequisite Charms: Coiled Mongoose Tactic
The snake waits patiently in its den, until it sees an opportunity to strike. Then it is swift and merciless. When she moves out of cover to make a withering attack against a crashed enemy, she doubles the raw damage of that attack.

Blood and Shadow TechniqueCost: 3m, 1wp; Mins: Martial Arts 5, Essence 3; Type: SupplementalKeywords: Decisive-only, TerrestrialDuration: InstantPrerequisite Charms: Serpent Among Reeds Gambit
When she makes an unexpected decisive attack against an enemy who has already suffered one or more successful decisive attacks since his last turn, the martial artist increases her raw damage by her target’s current onslaught penalty and gains double 9s on the damage roll.Terrestrial: A Dragon-Blood doubles 10s instead of 9s.

Crystal Chameleon Style

Crystal Chameleon Weapons: Crystal Chameleon Style can be used with spears and unarmed attacks. Any unarmed attack that is enhanced by a Crystal Chameleon Charm can always be stunted to deal lethal damage.Armour: Crystal Chameleon style is incompatible with armour.

Just Another Branch DeceitCost: 3m; Mins: Martial Arts 3, Essence 1Type: SupplementalKeywords: TerrestrialDuration: InstantPrerequisite Charms: None
Though the martial artist is a master of stealth, her presence is always known. She hides herself in the light of her anima as she cuts a swathe through her foes. This Charm enhances an attempt to re-establish surprise during combat, allowing it to be flurried with another action and granting a number of bonus dice equal to the martial artist’s current anima level. Using this Charm negates any penalties to Stealth caused by the martial artist’s anima.Terrestrial: A Dragon-Blood cannot flurry the attempt to re-establish surprise with an attack action.

Light-Treading TechniqueCost: 3m; Mins: Martial Arts 3, Essence 1Type: SupplementalKeywords: MasteryDuration: One turnPrerequisite Charms: Just Another Branch Deceit
The martial artist’s lightning movements frustrate her foes’ attempts to pin her down. She makes a disengage attempt with one automatic success, and gains a +1 bonus to her Evasion until her next turn. She may also shed a level of her anima in a bright flash to disorient her foes, gaining one additional automatic success to disengage.Mastery: The martial artist may shed multiple levels of anima in order to gain an equal number of automatic successes on the disengage roll, and all successes gained by shedding anima are non-Charm successes.

Flashing PassageCost: 4m, 1a; Mins: Martial Arts 4, Essence 1Type: SupplementalKeywords: TerrestrialDuration: InstantPrerequisite Charms: Light-Treading Technique
The martial artist closes with her enemy faster than the eye can see. This Charm supplements a rush action; if the rush succeeds the martial artist immediately moves a range band towards target rather than waiting for him to move and then makes a reflexive withering attack against him. Crystal Chameleon practitioners often combine Just Another Branch Deceit to flurry an attempt to re-establish surprise with the rush, moving so quickly that they turn invisible. If the martial artist does so and succeeds on the rush she suffers no penalty to her Stealth roll for flurrying, and her subsequent withering attack will benefit from her concealment without breaking it.Terrestrial: A Dragon-Blood gains no extra benefit for combining Flashing Passage with Just Another Branch Deceit.

Crystal Chameleon FormCost: 5m; Mins: Martial Arts 4, Essence 2Type: SimpleKeywords: FormDuration: One scenePrerequisite Charms: Flashing Passage
With a precise strike against her own anima, the martial artist causes it to shatter and refract. She is all but impossible to pin down within its tremendous blazing light, and gains a +1 bonus to her Defence. Additionally, as long as her anima is at least Glowing, she double 9s on Stealth rolls and never suffers any penalties to such rolls due to movement or a lack of proper concealment.Special activation rules: When the martial artist begins her turn with her anima at the Burning level or higher, she may reflexive activate Crystal Chameleon Form.

Flashing Leaves EvasionCost: 7m, 1wp; Mins: Martial Arts 5, Essence 2Type: ReflexiveKeywords: Terrestrial, UniformDuration: InstantPrerequisite Charms: Crystal Chameleon Form
As the martial artist’s foe strikes at her, she melts away from the blow in a disorienting blur of speed. She may make an immediate disengage attempt, opposed by the Perception + Awareness of her enemies instead of their Dexterity + Athletics. Her attacker may always attempt to contest the disengage, even if he is not within close range of her. If this disengage succeeds and moves the martial artist out of the attacker’s range or line of sight, the attack misses automatically.Terrestrial: A Dragon-Blood who moves out of her attacker’s range or line of sight removes a number of successes from his attack equal to her Essence rather than making it miss automatically.

Shattered Crystal RebukeCost: 4m; Mins: Martial Arts 5, Essence 2Type: ReflexiveKeywords: MasteryDuration: InstantPrerequisite Charms: Flashing Leaves Evasion
When the martial artist is attacked, she vanishes in a flash of light and reappears directly behind her attacker after that attack has been resolved. She may reflexively attempt to re-establish surprise as a part of this movement. If the martial artist’s anima is at the burning or bonfire level, the flash that accompanies her movement blinds her foes, subtracting one success from their attempts to see her.Mastery: If the martial artist successfully re-establishes surprise against her attacker, she may immediately make a reflexive decisive attack against him.

Razor-Edged Prism AssaultCost: 5m; Mins: Martial Arts 5, Essence 2Type: SupplementalKeywords: Withering-onlyDuration: InstantPrerequisite Charms: Crystal Chameleon Form
The martial artist launches herself as her foe with tremendous speed, driving him back in a whirlwind of strikes. This Charm enhances a withering attack, increasing the onslaught penalty inflicted to -3 instead of the usual -1 if it hits. If the attack hits with at least 3 extra successes, the martial artist may knock her target prone, and if it hits with at least 5 extra successes she may additionally knock him backwards one range band. Razor-Edged Prism Assault may only be activated if the martial artist has moved into close range with her target since the end of her previous turn.

Death From Nowhere MethodCost: 4m; Mins: Martial Arts 5, Essence 2Type: SupplementalKeywords: Decisive-only, TerrestrialDuration: InstantPrerequisite Charms: Razor-Edged Prism Assault
Bursting out of the blinding depths of her anima, the martial artist slays her foe in a single strike. When the martial artist makes an unexpected decisive attack and her anima is at the burning level or higher, she may add her extra successes on the attack roll to the damage roll.Terrestrial: A Dragon-Blood may only add up to (Essence or three, whichever is higher) in successes to the damage roll.

Stepping Beyond Light PranaCost: 7m, 1wp; Mins: Martial Arts 5, Essence 3Type: ReflexiveKeywords: MasteryDuration: One scenePrerequisite Charms: Shattered Prism Rebuke, Death From Nowhere Method
The martial artist’s anima floods outwards from her body in a blinding flash of light that extends out to one range band of her while her anima is at the glowing level, two range bands at burning and three range bands at bonfire. Each enemy in this area is blinded for one turn and loses a point of Initiative unless they succeed on a Stamina + Resistance roll with a difficulty of (3 or the martial artist’s Essence, whichever is higher).
Additionally, the first time each round that the martial artist’s anima increases, each character within its new area must roll again or be blinded. If the martial artist’s anima increased by more than one level, the Initiative lost by each character who fails the roll is equal to the number of levels of increase.Mastery: The martial artist gains all Initiative lost by other characters due to Stepping Beyond Light Prana, to a maximum of (3 or the martial artist’s Essence, whichever is higher) Initiative per round.

Once, there was a thoughtful maiden…Obsidian Shards of Infinity Weapons: This style can be practiced using paired knives or sais, or unarmed. It cannot be performed with only a single weapon. Any unarmed attack enhanced by an Obsidian Shards of Infinity Charm can always be stunted to deal lethal damage.Armour: This style is incompatible with armour.

Black Shards Fall Like IceCost: 5m, 1wp; Mins: Martial Arts 1, Essence 3; Type: SimpleKeywords: Decisive-onlyDuration: InstantPrerequisite Charms: None…who broke her mirror, and dropped the pieces to the ground.
The Sidereal brings her hands together in a clap that seems to echo from every direction, and the world shatters. Jagged fragments of obsidian erupt from cracks in reality itself, which heal over as quickly as they appeared. The Sidereal chooses a spot within medium range of herself and rolls a single (Dexterity + Martial Arts) decisive attack against every target, friend or foe, within short range of that spot. Each target takes a base amount of damage equal to the Sidereal’s Essence, then she divides her current Initiative as evenly as possible between them. She also gains double 10s on the damage rolls of this attack.
The shards left behind by this Charm count as an environmental hazard against characters who walk through it without wearing hard boots, dealing 2L damage with a difficulty of the Sidereal’s Essence. They are also considered difficult terrain to barefoot characters. Finally, they are perfectly smooth and polished, making the shards highly reflective.

Ripple in the Silvered GlassCost: 6m, 1wp; Mins: Martial Arts 3, Essence 3; Type: ReflexiveKeywords: UniformDuration: InstantPrerequisite Charms: NoneShe thought to repair it, but was arrested by the sight of the scattered shards,
When struck by her foe, the Sidereal asserts a different reality. Creation jars for a moment as the pattern of Fate is rewoven, and her attacker instead lies sprawled at her feet, having tripped as he lunged rather than landing a deadly blow. The Sidereal rolls (Wits + Martial Arts) against her attacker’s Resolve. If she succeeds, his successful attack is retroactively turned into a botch, the severity of which is determined by the Sidereal’s threshold successes. If she fails, he is able to remember how the scene truly played out, and reality snaps back into place.

Reaching Through the MirrorCost: 9m; Mins: Martial Arts 3, Essence 3; Type: ReflexiveKeywords: UniformDuration: InstantPrerequisite Charms: Nonewhich showed so many visions of her face.
Angling a reflective surface to show her foe’s face, the Sidereal strikes it and pins it there. For the remainder of the scene, as long as she can see even a glimpse of the target he will appear in every reflective surface she looks upon. While his image is so trapped the Sidereal can make attacks against it, her hand passing into a mirror or polished blade to strike the reflection, and any blow she lands causes equal injuries to appear on the target’s physical body.
The target may attempt to parry or evade attacks made against his reflection, but suffers a -2 penalty to his Defence when doing so as he must account for the warped and mirrored geometry of his reflected self. The Sidereal can make these attacks no matter how much distance lies between her and the target, but if he is at medium or further range she must take an aim action first as usual to locate the small reflection he casts.

Shattering the BalanceCost: 5m; Mins: Martial Arts 4, Essence 3; Type: SimpleKeywords: Decisive-onlyDuration: InstantPrerequisite Charms: Black Shards Fall Like Ice, Ripple in the Silvered Glass, Reaching Through the MirrorShe put the pieces back together at all the wrong angles,
A touch from the Sidereal can break the mind as easily as it does the body. With this Charm, the Sidereal makes a gambit to inflict a Derangement on a target, at difficulty 1 for a Minor Derangement, 3 for Major or 5 for Defining. She can also inflict psychosomatic crippling injuries in this manner, at a difficulty equal to 2 + the minimum amount of damage that would be cancelled by the injury in question – for example, rendering a character blind would require a difficulty 5 gambit. In this case the target’s eyes would still function, but his broken mind would be unable to comprehend what it saw, leaving him functionally blind.

Obsidian Shards of Infinity FormCost: 10m; Mins: Martial Arts 4, Essence 4; Type: SimpleKeywords: FormDuration: One scenePrerequisite Charms: Shattering the Balanceand was delighted at the image of herself.
The Sidereal performs an intricate kata, and shatters. Each shard of her body reforms a moment later into a copy of her, only for these copies to shatter and reform also. The Sidereal then stands as an army, countless images of herself mirroring her every action, only one of which is real. But as the master of the Obsidian Shards knows well, the line between reality and reflection is easily blurred.
The Sidereal’s many selves occupy an area out to short range around her original location, and the entire group moves with her whenever she does. Any attack against the Sidereal will pass harmlessly through a reflection unless it is large enough to hit the entire group or the attacker first spends a miscellaneous action rolling (Perception + Awareness) against the Sidereal’s Essence to spot the one copy of her that does not bear some slight flaw.
Until that happens, the Sidereal could exist in any point in the crowd of herself, and can make attacks as though she occupied any space within it. Once a character has identified the true Sidereal, her location is pinned down in the closest possible range band to the character searching for her. Her position remains known in this manner until she is struck by an attack, at which point unless that attack kills her it is revealed that she was only ever a reflection after all and her true self and location become uncertain once more. She still suffers all effects of that attack, however.Special activation rules: The Sidereal may reflexively activate this Charm upon taking at least one level of damage from a decisive attack or five Initiative damage from a withering attack, as the force of that blow seems to break her into countless pieces.

The Mirror Does Not LieCost: 8m, 1wp; Mins: Martial Arts 4, Essence 4; Type: ReflexiveKeywords: UniformDuration: One scenePrerequisite Charms: Obsidian Shards of Infinity FormThe maiden wanted to show everyone how wonderful she looked,
Just as the mirror reflects light, the Sidereal redirects her foes’ attacks onto each other. Whenever the Sidereal successfully defends against an attack made by an enemy who casts a reflection on at least one surface, she sees an alternate world where that enemy attacked someone entirely different. She can either let the attack fail or make that other world become reality, redirecting the attack to any other character it could have targeted. The attacker rerolls his attack against the new target, and nobody other than the Sidereal and the attacker himself know that he originally tried to attack the Sidereal.

Vanished Within the GlassCost: 1wp; Mins: Martial Arts 5, Essence 4; Type: SimpleKeywords: Decisive-onlyDuration: InstantPrerequisite Charms: The Mirror Does Not Liebut it seemed as though none could see it.
With a quick push or throw, the Sidereal casts her foe into a reflection and traps him forever in a mirrored world. This requires a difficulty 7 gambit, and the Sidereal must have a reflective surface within close range, though it does not need to be large enough to physically contain the target. If it succeeds, the target is trapped within the mirror forever. He lives alone within an alternate Creation, and cannot affect with the real world at all. Though his mirror-world resembles Creation, it only exists out to short range around reflective surfaces. Everywhere else is a dark void that the character must walk through to reach the pockets of almost-reality that dot his prison.
The only way he can interact with the world outside the mirror is by standing before a reflective surface to appear as a reflection within its real twin. If he stands in front of the surface he was originally trapped in, he can be seen and heard by anybody looking upon it. Only the Sidereal and characters he holds a Tie towards who also hold a Tie towards him can notice him in other surfaces. He can only be freed by the most potent of magic or if the Sidereal is convinced to reach inside his prison and pull him back out.

Draw Forth One ShardCost: 10m; Mins: Martial Arts 4, Essence 4; Type: SimpleKeywords: NoneDuration: One dayPrerequisite Charms: Obsidian Shards of Infinity FormSo she painted a self-portrait,
Reaching into a surface that bears her enemy’s reflection, the Sidereal pulls it out of the mirror and into Creation. The reflection is identical to the original aside from one subtle but noteworthy difference and under the Sidereal’s complete control, but only as long it works to bring about the downfall of the original. If the Sidereal attempts to compel it to work with the original or perform some task entirely unrelated to him, the reflection will rebel against her. Additionally, while this Charm is active the target’s reflection will not appear in any reflective surface, as it stands within Creation now, which may interfere with the Sidereal’s ability to use other Charms from this style on him.
The reflection shares all the original character’s traits, including having access to all his Charms, and its physical condition (including health levels) is identical to the original’s at the time of it being pulled forth. Any equipment the original possessed is duplicated, including artifacts, but is a part of the reflection and cannot be separated from it. If it is drawn forth into combat, as is often the case, it rolls Join Battle as normal and acts under the Sidereal’s control on its own initiative count. It does not, however, have its own pools of Willpower or Essence, instead drawing off the Sidereal’s. If the reflection is crashed or suffers any decisive damage, it shatters.
Sidereal masters of this style often warn their students of the dangers of trying to conjure a reflection far greater than themselves. This Charm can be used against any target, but drawing forth the reflection of a being whose Essence score is greater than the Sidereal’s, or who carries an N/A rated artifact, may have disastrous results.

Draw Forth Every ShardCost: - (5m, 1wp); Mins: Martial Arts 5, Essence 4; Type: PermanentKeywords: NoneDuration: PermanentPrerequisite Charms: Draw Forth One Shardand portrait after portrait after that,
When the Sidereal enters the Obsidian Shards of Infinity form, she can spend an additional five motes, one Willpower to call almost-real versions of herself from realities that could have been rather than creating mere reflections. Her unreal selves still cannot be harmed any more than a reflection can, but when the Sidereal attacks they lend their strength to her blows, allowing her to target multiple enemies with each attack as though she were a battle group. When she makes a withering attack against multiple targets in this way, she only gains Initiative from the most damaging blow she lands.
Outside of combat, this Charm can be used to assist with and accelerate mundane tasks. The Sidereal is an army herself, and all her selves work together in perfect unison. She can, for instance, build a house in minutes, search every inch of a forest with hundreds of eyes or complete a decade’s worth of paperwork in one afternoon.

Echoes of InfinityCost: 10m, 1wp; Mins: Martial Arts 5, Essence 5; Type: ReflexiveKeywords: NoneDuration: InstantPrerequisite Charms: Vanished Within the Glass, Draw Forth Every Sharduntil she made everyone look at her
As she is struck down by a killing blow, the Sidereal’s form flickers for a moment and she is whole again. As long as she stands within close range of at least two surfaces that bear her reflection, the Sidereal cannot take damage to her incapacitated health level under any circumstances. She draws on the power of the infinity of other selves that stand within the endless reflections, and shunts her most grevious injuries off onto other potential versions of her or entirely exchanges her dead selves with those that still draw breath.

Breathing on the Black MirrorCost: 15m, 2wp; Mins: Martial Arts 5, Essence 5; Type: SupplementalKeywords: NoneDuration: InstantPrerequisite Charms: Echoes of Infinityand they all believed her.
The ultimate expression of the Obsidian Shards of Infinity lies in this fabled technique. The Sidereal looks into the future and sees a possible world in which she succeeds at any task. She knows what she must do to make that future a reality – but she also sees what it all cost her to do so. This Charm can be used once per story to supplement any action, ensuring that every die rolled as part of that action will result in a 10. Furthmore, if the supplemented action is an attack, that attack’s damage cannot be reduced except by an effect that can resist uncountable damage, and if it is a social influence action it cannot be resisted by spending Willpower. However, the use of this Charm comes with a substantial drawback decided by the Storyteller, or by the character of a player subject to it. That player chooses one or more of the following:Exchange: Though the Sidereal succeeds in accomplishing her goal, she must as a part of that give something of equal value. She might convince a satrap to free her family rather than execute them, for instance, but only by agreeing to steal one of the fabled peaches of immortality for him.Recompense: In the process of inflicting some ruinous fate upon her target, the Sidereal suffers almost equally in return. She may kill him in one perfect blow, but must endure being gutted by one last spiteful attack and will herself die without swift medical attention.Sacrifice: The Sidereal loses something dear to herself, represented by a Major or Defining Intimacy. She might manage to finally decipher an ancient manuscript detailing vital plans of her nemesis, but in her obsession over it she alienates and loses her closest friend.Alternative: In her attempt to accomplish her goal, the Sidereal discovers something new that changes her mind and sets her down a different road entirely. Just before she can strike down a corrupt Guild factor, he offers her his land, titles and fortune if only he will be spared. Alternative cannot be the only option offered to the Sidereal.
The Sidereal must either accept one of the offered drawbacks or cancel the use of this Charm, and once she makes her decision she forgets all the other possible futures she saw. If she does accept, she cannot subvert the bargain later – she is incapable of breaking an agreement made as a part of it, for example, and must consider any social influence that attempts to compel her to do so as unacceptable. If she chooses to cancel this Charm, she spends no Essence or Willpower and does not expend its use, but cannot use it again during the same scene.
If the Sidereal takes the bargain and the supplemented action still somehow fails, she can likewise use the Charm again after the scene has ended, but in this unlikely case she does not regain any Essence or Willpower. However, this subversion of destiny also frees her from the bargain she made, entirely nullifying the drawback chosen. An action may still be considered a failure even if the roll technically succeeds if it does not meaningfully accomplish the Sidereal’s goals – an inspire action that stirs the hearts of bystanders but not its intended target, or an attack that only scores a glancing blow due to some formidable defensive Charm, does not count as a success.

Charcoal March of Spiders Style

Charcoal March of Spiders StyleOnce, there was a small maiden…Charcoal March of Spiders Weapons: Charcoal March of Spiders style uses unarmed attacks, knives and seven-section staves. Any unarmed attack enhanced by a Charcoal March of Spiders Charm can always be stunted to deal lethal damage.Armour: This style is incompatible with armour.

Unnatural Many-Step StrideCost: 4m; Mins: Martial Arts 2, Essence 3; Type: SupplementalKeywords: NoneDuration: InstantPrerequisite Charms: None…whose skill was great enough to climb a whirlwind over water.
The Sidereal advances upon her target with an unnatural gait reminiscent of a spider’s. This Charm enhances a rush or any reflexive movement action that brings the Sidereal closer to a target, allowing her to make that movement through the air just as easily as she could walk across the ground.
Additionally, when the Sidereal invokes this Charm she chooses to emulate either the godly pattern spider, becoming immaterial until her next turn begins, or the fearsome hunting spider, making her advance terrifying and grotesque to any foe who witnesses it. If she chooses the latter, she rolls (Dexterity + Athletics) or uses the result of her rush roll if this Charm enhanced a rush, applying her successes as an inspire action to induce terror. Any enemy whose Resolve is overcome loses a point of Initiative, which is granted to the Sidereal, to a maximum of (Sidereal’s Essence) Initiative gained per activation.

Dance of the Hungry SpiderCost: 4m, 2i; Mins: Martial Arts 3, Essence 3; Type: SupplementalKeywords: NoneDuration: One turnPrerequisite Charms: Unnatural Many-Step StrideArrows fell upon her, forcing her to descend.
The Sidereal moves with the elegant and assured grace of the spider, always ready to pounce or withdraw at a moment’s notice. This Charm supplements a full defence action, allowing it to be flurried with actions other than social influence. Additionally, until her next turn, any time the Sidereal successfully defends against an attack she can immediately glide one range band in any direction, even if she is embattled by enemies. She also cannot be knocked down or moved by any effect unless she wishes to.

Maw of Dripping VenomCost: 3m 1wp; Mins: Martial Arts 2, Essence 3; Type: SupplementalKeywords: Decisive-onlyDuration: InstantPrerequisite Charms: NoneBut the Essence burning within her set the arrows afire.
The Sidereal makes a decisive attack which carries a potent supernatural poison (damage 5m/round, duration 10 rounds, penalty -0). Personal Essence is lost before Peripheral, and once the target has run out of Essence he suffers dice of bashing damage instead. If he is incapacitated while affected by the poison, the Sidereal can spend a miscellaneous action to suck out his soul, killing him instantly and restoring ([target’s Essence] x 5) motes. The poison has no effect on targets without an Essence pool.

Rain of Unseen ThreadsCost: 7m; Mins: Martial Arts 3, Essence 3; Type: ReflexiveKeywords: NoneDuration: One scenePrerequisite Charms: NoneShe answered the arrows’ flight with a storm of her own.
With a quick flick of her hand the Sidereal produces a number of thin but strong strands of thread that reach out to short range. With these threads, she can grasp and manipulate any number of objects as adeptly as she could with her hands, make melee attacks with either the threads (considered an unarmed attack) or a weapon held in them, take defend other actions on distant allies, take cover with (Dexterity + Martial Arts) by grabbing objects and pulling them in front of herself as shields and perform other similar actions.
The Sidereal can also use her threads to grapple enemies at a distance and without impeding her own ability to fight, and can include multiple such grapple attempts in a flurry as long as each is against a different target. She suffers no penalties as a result of being in a grapple initiated in this way and can grapple any number of enemies at once, but must use an attack action in order to savage, restrain/drag or throw/slam a grappled enemy in subsequent rounds. Any enemy grappled by threads can struggle against them as a miscellaneous action to reduce the Sidereal’s remaining rounds of control by one.

Nest of Living StrandsCost: 6m; Mins: Martial Arts 4, Essence 4; Type: ReflexiveKeywords: NoneDuration: InstantPrerequisite Charms: Rain of Unseen ThreadsAnd the small maiden began
Casting out hundreds of strands of thread, the Sidereal binds her prey in thick cocoons. Each enemy she currently grapples is encased in almost impenetrable silk. Even after escaping from her grapple, they will continue to suffer all the penalties for being grappled until they can escape or are freed by an ally, which requires a feat of strength at a difficulty of the Sidereal’s Martial Arts. Each such attempt, successful or not, causes the silk to tighten further, dealing the Sidereal’s choice of two dice of either lethal or bashing damage to the victim.

Charcoal March of Spiders FormCost: 10m; Mins: Martial Arts 5, Essence 4; Type: SimpleKeywords: FormDuration: One scenePrerequisite Charms: Dance of the Hungry Spider, Maw of Dripping Venom, Nest of Living Strandsto climb the waterspout again.
The Sidereal moves with unsurpassed grace and coordination, allowing her to flurry without taking any penalties to her dice pools or Defence and to combine three actions in a single flurry. She can also flurry command, re-establish surprise and shape sorcery actions. She still cannot flurry more than one of the same action, however.Special activation rules: The Sidereal may reflexively enter Charcoal March of Spiders Form at the end of any turn in which she used at least three other Charcoal March of Spiders Charms.

Cannibalistic Heritage TechniqueCost: 6m, 1wp; Mins: Martial Arts 5, Essence 4; Type: ReflexiveKeywords: Clash, Decisive-onlyDuration: InstantPrerequisite Charms: Charcoal March of Spiders FormThe maiden became a mother…
The Sidereal draws in and consumes the force of her foe’s attack, using its power to respond in kind. When targeted by a decisive attack while benefiting from a full defence action, she can clash it with a decisive attack of her own. The Sidereal’s attack does not use her Initiative or reset her to base if successful; instead, its raw damage is equal to the Initiative of her attacker.

Thumbnail Spider MarchCost: 7m; Mins: Martial Arts 5, Essence 4; Type: SimpleKeywords: PerilousDuration: InstantPrerequisite Charms: Cannibalistic Heritage TechniqueAnd to one child she said, “I have many things to show you.”
The Sidereal flows outwards like the thumbnail spider swarms of the east, devouring everything around her. She becomes an environmental hazard that strikes every enemy within short range, dealing damage equal to half her current Initiative. The difficulty to avoid this damage is equal to the Sidereal’s (Martial Arts + Essence). Afterwards she resets to base Initiative and can place herself anywhere within the hazard’s area.
Unlike most Simple charms, Thumbnail Spider March can be placed in a flurry, though not with an attack.

Jumping Spider StrikeCost: 11m, 1wp; Mins: Martial Arts 5, Essence 4; Type: SupplementalKeywords: NoneDuration: InstantPrerequisite Charms: Cannibalistic Heritage TechniqueAnd to another, she said, “You may rest within my home, and eat, no need to fly.”
Emulating the leaping spiders of Ma-Un-Enle, the Sidereal launches herself through the air to deliver a mighty blow that utterly destroys its target. She may attempt a rush against any enemy within four range bands. If she succeeds, she leaps into close range with her target in one tremendous bound, and any subsequent decisive attack she makes on the same turn against that target deals double damage.
This Charm may also be used to leap towards and destroy an inanimate object. This allows the Sidereal to automatically leap into close range with that object and make an immediate feat of strength to destroy it, gaining double 7s on that roll and allowing her to attempt Strength 10 feats.

Water Spider BiteCost: -; Mins: Martial Arts 5, Essence 4; Type: PermanentKeywords: NoneDuration: PermanentPrerequisite Charms: Cannibalistic Heritage TechniqueAnd to a third she said, “How beautiful you are.”
Just as the aquatic hunting spiders of the West will feed off their paralysed prey for years before finally sating their hunger, the Sidereal feasts on the Essence of her own victims. Whenever an enemy loses motes to her Maw of Dripping Venom, the Sidereal gains an equal number of motes. If the Sidereal’s anima banner would increase due to spending stolen Essence, her victim’s anima flares instead.

Pattern Spider TouchCost: 7m, 1wp; Mins: Martial Arts 5, Essence 5; Type: SimpleKeywords: Decisive-onlyDuration: InstantPrerequisite Charms: Thumbnail Spider March, Jumping Spider Strike, Water Spider BiteAnd as each heard her words and came to the centre of her web,
With but a touch, the Sidereal unravels and reweaves her foe’s existence. She makes a decisive gambit with a difficulty equal to her target’s remaining health levels, which allows her to reshape his being in a manner of her choosing if successful. She can transform him into an entirely different person of her own design, an animal of her choosing or an expression of an element – a flame, a tree or a breeze, for example. In any case, his mind is entirely gone and he retains no memory of his former life. The Sidereal can also choose to let her target collapse into nothingness, unmaking him entirely.
Unlike most Simple charms, Pattern Spider Touch can be placed in a flurry, though not with an attack.

Grandmother Spider MasteryCost: 20m, 1wp; Mins: Martial Arts 5, Essence 5; Type: SimpleKeywords: Decisive-onlyDuration: InstantPrerequisite Charms: Pattern Spider Touchshe ate them.
To fight the Sidereal is to fight an entire army. She splits herself into countless copies or throws a thousand-thousand threads of silk forth, and after but a moment all her foes lie slain. The Sidereal must be in Charcoal March of Spiders Form to use this Charm. She makes a withering attack against each visible enemy within four range bands, rolling a single attack roll for each but making every damage roll separately. The Sidereal gains no Initiative from making this attack.
The Sidereal then makes a single decisive attack against the same targets, which carries an amount of Initiative equal to her Essence plus the Initiative she would have gained from the most damaging attack she made. This attack may either be a regular decisive attack or an invocation of Pattern Spider Bite; in the latter case she does not need to pay to activate that Charm and may choose different fates for each target she strikes. She rolls damage separately against each target for this attack also. After the second attack is resolved, the Sidereal’s Initiative resets to base.

Comment

I like the Obsidian Shards of Infinity Style even though I have no clue how strong it would be ingame. I'm still going to use it in the near future. I think my players are going to hate me.
Since I'm playing a winged matial artist a can provide a few thoughts about the Dagger Wind Style. Is that a conversion or an original style? Either way I love the idea behind. The following contains a few things I'm unsure about. I hope this is not unwanted critique, if so I apologize. Just want to offer my perspective.

Dagger Wind Form: I would expand the special activation rule to work with the effect of Mountain Stands Alone.

Tumbling Avalanche Technique: In combination with the form this can be very potent and I love the idea. Gaining at best 8 Initiative per round/activation with the form is an okay trade off for sacrificing an attack. I still wonder how often this will be applicable for more than one or two rounds though.
Do you need to pay the costs for every turn you are moving? Or only once? The Duration is instant so I guess you need to pay every turn?

Wing Blade Attack: Love this. I guess the timing to activate the charm is right after the successful decisive attack made with Mountain Stands Alone and not when the original decisive attack is declared?

Wind Full of Teeth: I don't know about this charm this far down the tree. Compared to the first charm of Silver Voiced Nightingale Style Wind Full of Teeth is almost bad for a charm this far down the tree. It does have the synergy with Mountain Stands Alone going for it though and does not suffer from the problem of locking every attack made with it in the "Kiai Attack" form weapon that mades it incompatible with every other style. I would probably give it a small buff, maybe with mastery, or reduce the costs. Or does this charm also allows for Short Range Gambits? As far as I know this normaly isn't the case but the prerequisite is suggesting this.

Fang of Heaven Technique: Without a doubt strong and very stylish. Way better than what I had written for a similiar style. But again I wonder how often this would come up in a fight. You need to give up at least 3 rounds of attacks to use this. And you actually need to be able to move at least long range towards one single enemy to even attempt to use this charm. I don't know about other games but this makes it in 90% of our fights pretty much unusable. Well with flight you are able to fly upwards but this also takes a round till you can start using this. Since it relies on Tumbling Avalanche Technique it also cancels out the disengage of Gust Guards the Mountain since the upward movement cancels the direct movement. So having another flying enemy in the battle makes the setup for this charm even more difficult. Any enemy that can move towards you is one less realistic target for Tumbling Avalanche Technique.
And then you also need to pray that the circle did not finish off every enemy within these 3 rounds. At our table, with a supernal survival, a supernal stealth, and a supernal brawl (I'm the only not combat oriented char) round 3 to 4 are the "finish the remainders of the fight off" rounds.

I'm bad at mechanics, but I hope this still offers some help/new perspective.

Comment

Since I'm playing a winged matial artist a can provide a few thoughts about the Dagger Wind Style. Is that a conversion or an original style? Either way I love the idea behind. The following contains a few things I'm unsure about. I hope this is not unwanted critique, if so I apologize. Just want to offer my perspective.

Critique is entirely welcome. Flame and Stone, Black Tide, Dagger Wind, Shadow Hunter and Eye of Heaven are the Dragon King martial arts from Debris From Fallen Races, a rather obscure little 2e supplement.

Tumbling Avalanche Technique: In combination with the form this can be very potent and I love the idea. Gaining at best 8 Initiative per round/activation with the form is an okay trade off for sacrificing an attack. I still wonder how often this will be applicable for more than one or two rounds though.
Do you need to pay the costs for every turn you are moving? Or only once? The Duration is instant so I guess you need to pay every turn?

You only need to activate it once, I should clear up the wording on that.

Wing Blade Attack: Love this. I guess the timing to activate the charm is right after the successful decisive attack made with Mountain Stands Alone and not when the original decisive attack is declared?

Wind Full of Teeth: I don't know about this charm this far down the tree. Compared to the first charm of Silver Voiced Nightingale Style Wind Full of Teeth is almost bad for a charm this far down the tree. It does have the synergy with Mountain Stands Alone going for it though and does not suffer from the problem of locking every attack made with it in the "Kiai Attack" form weapon that mades it incompatible with every other style. I would probably give it a small buff, maybe with mastery, or reduce the costs. Or does this charm also allows for Short Range Gambits? As far as I know this normaly isn't the case but the prerequisite is suggesting this.

It supplements any attack, withering, decisive or gambit. It's also an effect I had to be a bit more careful with than you would in a normal martial arts style, since when you have a charm that gives you 5i every round that you aren't in close range of an enemy, being able to make attacks from outside close range is tremendously potent.

Fang of Heaven Technique: Without a doubt strong and very stylish. Way better than what I had written for a similiar style. But I wonder gain how often this would come up in a fight. You need to give up at least 3 rounds of attacks to use this. And you actually need to be able to move at least long range towards one single enemy to even attempt to use this charm. I don't know about other games but this makes it in 90% of our fights pretty much unusable. Well with flight you are able to fly upwards but this also takes a round till you can start using this. Since it relies on Tumbling Avalanche Technique it also cancels out the disengage of Gust Guards the Mountain since the upward movement cancels the direct movement. So having another flying enemy in the battle makes the setup for this charm even more difficult. Any enemy that can move towards you is one less realistic target for Tumbling Avalanche Technique.
And then you also need to pray that the circle did not finish off every enemy within these 3 rounds. At our table, with a supernal survival, a supernal stealth, and a supernal brawl (I'm the only not combat oriented char) round 3 to 4 are the "finish the remainders of the fight off" rounds.

It's not something I'd envision coming up very often mid-battle, no. More likely it'd be your opening move in a fight, so you'd see a distant enemy, fly towards them and blow them up when you arrived. It can also be deployed outside of normal combat, and being able to drop a small hurricane on a target can come in handy. Still, you are right and it doesn't feel great when your big awesome capstone charm never sees use during a real fight, so I'll change it to make it a bit more practical.

Comment

Critique is entirely welcome. Flame and Stone, Black Tide, Dagger Wind, Shadow Hunter and Eye of Heaven are the Dragon King martial arts from Debris From Fallen Races, a rather obscure little 2e supplement.

Ah okay, I guess I need to read it at some point, since I did not know that Dragon Kings had their own martial arts.

It supplements any attack, withering, decisive or gambit. It's also an effect I had to be a bit more careful with than you would in a normal martial arts style, since when you have a charm that gives you 5i every round that you aren't in close range of an enemy, being able to make attacks from outside close range is tremendously potent.

Yes, I can see that... Oh boy that makes me think of using this form with a sorcerer that spams Brilliant Flight Of The Phoenix from long or extreme range. I don't know if this would be intended.
Either way, you could use Wind Full of Teeth to make the Throw Gambit from Tumbling Avalanch Technique? That absolutely makes it worth.

It's not something I'd envision coming up very often mid-battle, no. More likely it'd be your opening move in a fight, so you'd see a distant enemy, fly towards them and blow them up when you arrived. It can also be deployed outside of normal combat, and being able to drop a small hurricane on a target can come in handy. Still, you are right and it doesn't feel great when your big awesome capstone charm never sees use during a real fight, so I'll change it to make it a bit more practical.

Yes, as a way to start the fight it could work... Still that is very limited. I think it is a good idea to make it a bit more usable.